C# (Unity)在使用BuildPipeline构建时启用应用程序捆绑(Google Play)选项?

C# (Unity)在使用BuildPipeline构建时启用应用程序捆绑(Google Play)选项?,c#,android,unity3d,build-pipeline,C#,Android,Unity3d,Build Pipeline,有人知道我如何在使用Unity BuildPipeline构建时启用应用程序包(Google Play)选项吗?为了使其与我们的CI服务器配合使用,以下是当前用于创建APK的代码: BuildPlayerOptions prodBuildPlayerOptions = new BuildPlayerOptions(); prodBuildPlayerOptions.scenes = scenes; prodBuildPlayerOptions.locationPathName = $"PSS

有人知道我如何在使用Unity BuildPipeline构建时启用应用程序包(Google Play)选项吗?为了使其与我们的CI服务器配合使用,以下是当前用于创建APK的代码:

BuildPlayerOptions prodBuildPlayerOptions = new BuildPlayerOptions();
 prodBuildPlayerOptions.scenes = scenes;
 prodBuildPlayerOptions.locationPathName = $"PSS.Prod.{baseBuildFileName}.apk";
 prodBuildPlayerOptions.target = BuildTarget.Android;
 prodBuildPlayerOptions.options = BuildOptions.None;
 BuildPipeline.BuildPlayer(prodBuildPlayerOptions);
任何帮助都将不胜感激!
干杯,Thomas

我在旧版Unity(2017.4.1f1)中使用了这段代码,我想您可以在“EditorUserBuildSetting”中找到AppBundle选项,如下所示:

EditorUserBuildSettings.androidBuildSystem = AndroidBuildSystem.Gradle;
EditorUserBuildSettings.exportAsGoogleAndroidProject = true;
根据报告,只要做:

EditorUserBuildSettings.buildAppBundle = true;
如果Unity版本低于2018,还需要设置:

EditorUserBuildSettings.androidBuildSystem = AndroidBuildSystem.Gradle;

EditorUserBuildSettings.buildAppBundle=true@shingo那正是我想要的!我已经把你的答案贴在下面,并将其标记为已接受的答案,干杯!在我的例子中,我试图构建一个Google Play应用程序包(.aab),而不是一个项目。我已经发布了解决我问题的答案:)